﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class WoodFloatCtrl : MonoBehaviour {

    private GameObject waveGroupsGameObj;
    private Groups waveGroups;

    private float lastAngle;
    private bool hasRecAngle = false;

    public bool isFloat = true;

    void Awake()
    {
        waveGroupsGameObj = GameObject.Find("GameGroup");
        waveGroups = waveGroupsGameObj.GetComponent<Groups>();
    }


	void FixedUpdate () {
        if (isFloat)
        {
            //Debug.Log("x:"+ transform.position.x + "y:" + waveGroups.getY(transform.position.x));
            //Debug.Log("xy: "+waveGroups.getXY(transform.position.x));
            if (waveGroups.getY(transform.position.x) <= -1000f)
            {
            }
            else
            {
				transform.position = new Vector3(transform.position.x, waveGroups.getY(transform.position.x)+ 0.3f, transform.position.z);

                //float y1 = waveGroups.getY(transform.position.x) + 3.87f + 0.3f;
                //float y2 = waveGroups.getY(transform.position.x + 0.0003f) + 3.87f + 0.3f;

                ////Debug.Log("x1:" + transform.position.x + " y1:" + y1);
                ////Debug.Log("x2:" + transform.position.x + 0.5f + " y2:" + y2);

                //Vector2 cut = new Vector2(transform.position.x + 0.0003f - transform.position.x, y2 - y1);
                
                //float ang = Vector2.Angle(Vector2.up, cut);

                ////Debug.Log("angle: " + ang);

                //float resAng;
                //if (ang > 90)
                //{
                //    resAng = ang - 90;
                //    if (Mathf.Abs(lastAngle - resAng) < 30)
                //    {
                //        transform.rotation = Quaternion.Euler(0, 0, -resAng);
                //    }              
                //    //Debug.Log("resAngle: " + resAng);
                //}
                //else
                //{
                //    resAng = 90 - ang;
                //    if (Mathf.Abs(lastAngle - resAng) < 30)
                //    {
                //        transform.rotation = Quaternion.Euler(0, 0, resAng);
                //    }
                //    //Debug.Log("resAngle: " + resAng);
                //}
                //if (!hasRecAngle)
                //{
                //    hasRecAngle = true;
                //    lastAngle = resAng;
                //}
            }
        }
    }
}
